Iss Enchanter guide: Iss Enchanter, Goddess of Destruction
Iss Enchanter class guide for Lineage 2 Goddess of Destruction: how to go through Awakening, which skills to take, what to wear and where to level. We'll go over all the main questions about the Iss Enchanter class
Contents |
Races\classes
Do you have a 85+ character with a Stone of Destiny? Feel free to awaken it into an Iss Enchanter... (How to awaken?) And here the question arises... Which race is best for an Iss? I recommend 4 options. Orcs: tough in PvP and at the Olympiad, they have the highest CON, helped by the racial skills Undying Will (when taking damage while HP is below 20%, invulnerability lasts 5 sec. The effect triggers once every 5 minutes.) and Savage (for 60 sec. increases Atk. Spd. by 17% and reduces P. Def. by 15%.). Orcs have the best set of racial skills for the Olympiad and PvP: for example, when your party has fallen in PvP and only you are left alive, and your Undying Will triggers, you can calmly res your Bishop and carry on the PvP. Dark Elves: well suited for PvP, they have the highest STR, helped by the racial skills Disparition (removes all negative effects and increases Speed by 30 for 5 sec. Also, you can't be targeted and you can't target anyone, but if someone was already targeted you can keep hitting) and Sharpness (increases damage from physical and magic critical hits by 208.). Apostle (Prophet): you can awaken an enchanter from it, and after reaching lv. 89 we face the question of whether to keep Mystic Immunity or replace it with Battle Rhapsody. Here it all depends on your party and what they want more: to keep 1 main Bishop in full debuff resistance for 30 sec.\ or a chance to kill a war party in 30 sec. I advise keeping Mystic Immunity for those who want to farm the Olympiad, since (Mystic Immunity + Hands) is 50 sec. of full debuff resistance.
Let's look at the SWS after awakening into an Iss, and the old songs instead of the new harmonies. Which harmony skills an SWS enchanter learns depends on their constant party and their further plans and playstyle. By not learning Wizard's Harmony, you trade the mages' DPS for skill reuse and the whole group's M. Def.\M. Atk. By not learning Knight's Harmony, the tank's P. Def. and defensive stats drop, but the whole group's P. Def. goes up. If your constant party has no mages and the tank is up for an interesting game, you only need to learn Warrior's Harmony, but then you can forget about lovely trips with random parties (since most of them can't be made to understand the subtleties of this and randoms will take it "with hostility"). Warrior's Harmony: P. Atk. +35%, M. Atk. +16%, Atk. Spd. and Casting Spd. +8%, Critical Damage +35%, Critical Rate +100%, Speed +8. M. Def. -16%, P. Def. -8%, Evasion -4. Knight's Harmony: P. Atk. +12%, P. Def. +45%, shield block chance +30%, Shield Defense +50%, Critical Damage +35%, Critical Rate +100%. Wizard's Harmony: P. Atk. +8%, M. Atk. +40%, Atk. Spd. and Casting Spd. +8%, M. Def. +14%, M. Critical Rate +100%, MP +20% recovery bonus, Speed +8. P. Def. -8%, Evasion -4, MP consumption for magic -15%, MP consumption for physical skills -5%, skill reuse time -20%.
Tattoos
I think an Iss needs to boost CON, since it should be tank-like, so we'll need the Legendary Dye Lv. 5 - CON (3 sets). After that, everything depends on your means; if you don't have the money for it, you can buy the Legendary Dye Lv. 1 - CON, cheap and cheerful :) But for every race the tattoos follow the playstyle; for example, Dark Elves, as I wrote above, have the highest STR, so they need to boost that stat, and we'll need this dye: Legendary Dye Lv. 5 - STR (3 sets). After that, everything depends on your means; if you don't have the money for it, you can buy the Legendary Dye Lv. 1 - STR, cheap and cheerful :)
As for the Olympiad, +15 STR... But in mass brawls, at lv. 99, at sieges, when the enchanter becomes the main target as the main resser, and if the Olympiad doesn't matter, it's worth considering a +15 CON tattoo. Because there's practically no damage even with +15 STR in party-vs-party PvP. But 10k HP can be a noticeable boost...
Subclass skills
Subclass - P. Def./M. Def. Increase lv. 6. Subclass - MP Consumption/Time Reduction lv. 3. Subclass - Critical Rate Increase or Subclass - Atk. Spd./Casting Spd. Increase
Weapons and armor
Armor is unsealed for Defense (PvE\PvP) or Attack (PvP\Olympiad). An Iss needs duals, since you can insert an HP SA in them, and, as I wrote above, that's the main thing; dual blunts don't have it. The SA in the duals is of course HP; further combinations HP+haste \ HP+damage depend on your finances. From 85-95 you can level with Vesper duals and the like of that grade; you can also look at Requiem\Apocalypse duals, which can take an HP SA, while S80 duals can't. As for armor attribute, I advise making 120 attribute against the mobs' attribute where you level with your CC\solo. For example, if you level in the Orbis Temple, the mobs there hit with Dark. The weapon attribute should be at least 150 for a DPS boost (making it 300 depends on your financial means). You can also consider the Tallum Blade*Dark Legion's Edge duals: cheap... they give a good CP, HP, MP boost when modified to +4 (HP+15%, MP+20%, CP+30%). Before reaching lv. 99, there's no point enchanting the set\weapon above +4, since there's no particular difference.
Hair Accessory
Angel Circlet (M. Def.), Angel Circlet (P. Def.): these two hats suit PvP\Olympiad\PvE very well. You can also consider this hat for the Olympiad\PvP: Romantic Chapeau (Critical Rate).
Jewelry
Ideally the ring should be for Critical Rate. Budget rings: Queen Ant's Ring, Baium's Ring (this option suits CB better; for open fights against mages\healers it's better to wear jewelry of level +4, and in PvP against mages it's best to wear jewelry of level +4++). Ideally: Istina's Ring, Octavis's Ring (a good option for the Olympiad\PvP). If you have no money at all and have just started playing, you can buy the Olympiad Warrior's Ring for Olympiad Tokens (this ring is identical to Queen Ant's Ring). For earrings, I recommend taking the ones with maximum M. Def.: Istina's Earring, Octavis's Earring. The necklace is best taken from Istina, because of the passive reflect, skill reuse + maximum M. Def.
Shirt, belt
The shirt should be Olf's +5 or higher. Keep 2 kinds of belts with you, for defense and for attack. Make the defense belt first, since you'll be wearing it almost all the time; you'll put on the attack belt at the Olympiad or in situations during PvP when you're not being controlled, to squeeze out maximum DPS.
Augments
The most important augment you'll need at the Olympiad\PvP is Reflect Damage Lv. 3; it would also be nice to get the Item Skill: Reflect Damage in your main weapon. All this will help you a lot at the Olympiad\PvP.
Leveling 85-99
From level 85 you can start leveling in the Harnak Underground Ruins, floors 1-2-3. You'll need a party there, and the DDs should have AoE skills: archers, mages, etc. A typical lineup is tank, enchanter, healer, mage, archer, archer, summoner; a lineup of tank, enchanter, healer, summoner, summoner, summoner, archer is also a decent option. Also at lv. 85-90 you can level in the Seed of Annihilation (SoA); a typical lineup is tank, enchanter, healer, healer, mage, mage, mage. I'll note that if your mages are Anakim-blessed, you'll level to 90 very quickly. You can also level solo up to 90 at the Evil Altar. From lv. 90 you can start leveling in the Fairy Settlement with the lineup tank, enchanter, healer, healer, mage, mage, mage (spot near the big tree): the tank and enchanter run around the big tree, collecting wigs and breaking the cocoons the mobs crawl out of, and lead the mobs to the mages; the enchanter casts mass root, and the mages kill the mobs quickly... very good and fast leveling if you do everything quickly and correctly. After reaching lv. 95 you can go to the Orbis Temple; it has 3 floors, but each of them has many spots, and you'll easily find a place to level, but if you want the top spots you'll have to fight for them, since they'll always be taken. The party lineups are the same, DDs with AoE skills. When leveling, it's better to cast Wizard's Harmony on yourself so AoE skills recharge faster.
Skills
Celestial Aegis: helps your party survive the enemy's rhapsody in PvP, run through a crowd of aggressive mobs, etc. (at lv. 99 it affects the clan). Polymorph: a useful skill when a pack of mobs is on you, or a good way to kite at the Olympiad (for 15 sec. you can't be targeted... but you can be hit by a targetless mass skill). Healing Melody: a chain heal, usable in PvP\Olympiad\farming. Battle Rhapsody: increases the stats (P. Atk./M. Atk./Atk. Spd./Casting Spd.) of party members 2 times; usable in PvP\PvE\instances\Olympiad, lasts 30 sec.\reuse 10 min. Mass Crippling Attack and Mass Shadow Blade: these 2 AoE skills should be kept on the mobs at all times when leveling; they cut P. Def.\M. Def. by -30% and P. Atk.\M. Atk. by -30%. Crippling Attack (cuts M. Def.\P. Def. by 30%), single-target; Shadow Blade (cuts P. Atk.\M. Atk. by -30%): these 2 single-target debuffs should be kept on enemies on the main DD's assist in PvP.
Divine Cancel: can remove up to 2 buffs from the target, usable in PvP\Olympiad; in PvP it's best cast on a Bishop\DD. Angel's Hands: gives any party member full debuff resistance for 7-15 sec.; in PvP it's best cast on the main Bishop\main DD, and at the Olympiad on yourself whenever it's off cooldown. Nocturne of Madness: for 10 sec. reduces the reuse of all physical\magic skills by 50%; best used during AoE leveling. I won't list the Iss's whole skill set; you can see it here
PvP tips
In PvP an enchanter should buff\heal their own and debuff enemies on the main DD's assist. In PvP the enchanter is the last target, and if no one is hitting you, you can calmly cast Berserker on yourself and squeeze out max DPS; add Istina's Ring, 300 duals and a Critical Rate hat, and you get decent DPS from your hands. Mostly in PvP enchanters run under Wizard's to squeeze out max debuffs (its reuse\PvP against a mage pack). If you see the enemy party give a rhapsody and you realize you might fall, you can give Celestial Aegis (invulnerability on the group for 30 sec.), but for that you need to ask your party members not to hit anyone during that time. If you want to live long in PvP, you'll have to buy Warrior's Quick Healing Potions. It's best to use the rhapsody when all of the enemy party's UDs are on cooldown and the debuff from a used Celestial is on them, and make sure it reaches all party members; then its effect will be maximal. During PvP, Angel's Hands should be kept on the main Bishop\main DD whenever it's off cooldown; it lets them avoid debuffs\tank aggro for 7-15 sec. (depending on the skill level). Also, before giving a rhapsody, cast Angel's Hands on yourself so you don't get pushed and the rhapsody isn't interrupted.
This article was copied from the forum thread GoHa.Ru - Iss Enchanter



